Circle Jump: A Godot Mobile Game (Part 9)

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  • Опубліковано 5 вер 2024

КОМЕНТАРІ • 51

  • @cynic369
    @cynic369 5 років тому +53

    When the ColorRect is added to the Background (around 4:50), ColorRect/Control/Mouse/Filter should be set to "Ignore". Otherwise, the game will not detect the mouse clicks after Background is instanced to Main. (I am assuming the default, "Stop", consumes the input at ColorRect before it reaches the Jumper.) I don't think this was mentioned in the video. Sorry if it was!

    • @MultiDarksamuses
      @MultiDarksamuses 5 років тому

      It wasn't mentioned when he originally added the background and I spent a good two minutes hitting my mouse buttons to figure out why it wasn't working before looking in comments.

    • @Kidscancode
      @Kidscancode  5 років тому +3

      Sorry about that - it must have been lost in the edit.

    • @noiJadisCailleach
      @noiJadisCailleach 5 років тому

      Holy shit. You are a god! You're my Jesus. You're my savior. I can't believe the fix was so simple all along.

    • @WoYoSenseiPL
      @WoYoSenseiPL 5 років тому

      Thank you very much for the hint!

    • @MajorKreissack88
      @MajorKreissack88 4 роки тому

      thank you!! checked comments after fiddling with stuff and finding out the culprit was the background.

  • @kpackama8985
    @kpackama8985 4 роки тому +4

    Wow, I managed to install everything needed and actually ran the game on my phone... The feeling of triumph is awesome. :D

  • @drakibble2199
    @drakibble2199 5 років тому +1

    Yes, another circle jump video! These videos are my favorite, because going through the process of making a full game seriously helps me. Also, I am aiming for andriod devices for my game, so this is very helpful. Thank you for your great work!

    • @noiJadisCailleach
      @noiJadisCailleach 5 років тому +1

      🤨 You're not encountering any bugs? I keep squashing some along the way while following the tutorial.

    • @drakibble2199
      @drakibble2199 5 років тому

      @@noiJadisCailleach Well, I do come across bugs. But that's part of the game making process! :P

    • @noiJadisCailleach
      @noiJadisCailleach 5 років тому

      @@drakibble2199 I mean, your OG comment sounded like you didn't encounter any problems at all.

    • @drakibble2199
      @drakibble2199 5 років тому

      @@noiJadisCailleach Oh, ok. I didn't really think that I needed to include that I encountered bugs in my comment because that wasn't what my comment was about. Sorry for the confusion. :P

    • @noiJadisCailleach
      @noiJadisCailleach 5 років тому

      @@drakibble2199 Nah, MB. I guess i was just a little bit fractious. Cause just from this video alone, the tutorial introduced a game breaking bug. I was surprised there was no mention of it or any inquiries about the tutorial whatsoever.

  • @InnerEagle
    @InnerEagle 5 років тому +1

    There are a couple ways to achieve what you were asking at the start. Android emulator(like Nox), or just a screenshot app with the functionality of recording the screen (I think on latest androids you can even ask the phone itself to do it)

    • @Kidscancode
      @Kidscancode  5 років тому

      Thanks, I found a good solution for next time.

  • @twigglesoft
    @twigglesoft 5 років тому +5

    The game is super smooth, except that the messages (even after turning off oversampling) makes the game go to 5-10fps on my phone (Honor 7x, came out late 2017). Not sure what else to do about it, it's pretty unplayable when you get a level up :/
    Same thing happens on HTML5, but to a much lesser extent (it just stutters slightly)

    • @Kidscancode
      @Kidscancode  5 років тому +2

      I suppose I'll just drop that animation if we can't find a better solution for it. Thanks for testing!

    • @twigglesoft
      @twigglesoft 5 років тому +15

      @@Kidscancode Fixed it! Here's what I did:
      - Go to the AnimationPlayer -> Animation -> show_message
      - Got rid of the font:size track
      - In the property inspector for the Message node, go to Control -> Rect -> scale and add a track
      - At the beginning of the animation, set the scale to x:1, y:1
      - Go to the end and set it to x:3 y:3 (tripling the size)
      - Then to get it to grow from the center, I added a _ready() func to the HUD and set: $Message.rect_pivot_offset = $Message.rect_size / 2;
      And that should work! It turned out sort of pixely, so I turned back on oversampling and it looked fine.
      This is a complete guess, but my theory is that everytime we change the size property of a DynamicFont, Godot creates a new bitmap with the font in that size? That would certainly explain the slowdowns.

    • @Kidscancode
      @Kidscancode  5 років тому +8

      Cool! That's why I didn't use scale at first, but it may end up being the best solution. Thanks for that!

  • @mikebukowski940
    @mikebukowski940 5 років тому +1

    your tutorials are clear and nice. Could you please do a tutorial on exporting to android and ios. I know you did a basic overview of it but it would help if you walked us through the process

    • @Kidscancode
      @Kidscancode  5 років тому +2

      This might also help you (written by me): docs.godotengine.org/en/latest/getting_started/step_by_step/exporting.html

  • @MattHuisman
    @MattHuisman 5 років тому +1

    Plays well. Really tricky though. Or maybe I'm just unco.
    I think its because I feel the ship should be pointing forward (not up) so my timing is for it coming off the side of the orbit not when pointing at the next circle.
    Could you maybe do a test with it facing forward and see how it plays?
    It may look better too as the tail would be out of the back of the ship. And the ship wouldnt have the sudden 180 rotate when it hits the next circle

    • @noiJadisCailleach
      @noiJadisCailleach 5 років тому

      I think imma try to do this first before starting the video.

    • @noiJadisCailleach
      @noiJadisCailleach 5 років тому

      holy crap. this is hard. I'm having some hints. But i'm close to giving up.

    • @noiJadisCailleach
      @noiJadisCailleach 5 років тому

      I give up. I'll get back to this once i know more. For now, i'll continue the tut.

  • @noiJadisCailleach
    @noiJadisCailleach 5 років тому +1

    This comment is 4 days overdue, because SH!T ISP.
    Is there a way to visually check the area of *InputEventScreenTouch* ?
    After adding the node 'background', the game doesn't recognize screen touches anymore.
    I took out 'worldEnvironment' and left 'background' and the bug occurs.
    I took out 'background' and 'worldEnvironment' and the bug doesn't occur.
    I took out 'background' only and left 'worldEnvironment' and the bug doesn't occur.
    So the problem was only the 'background' node.
    While testing:
    I stretched the window horizontally until i see the edges of the viewport.
    -- (I only see the edges of the viewport because of the circle's glow.)
    After 2 screen lengths to right, the game accepts input.
    After the end of the OG screen to the left, the game accepts input.
    I don't know how to debug this.

    • @noiJadisCailleach
      @noiJadisCailleach 5 років тому

      Mad props to *cynic369* in the comments. S/he's a god.
      I don't know why it still behaves the way it does but s/he fixed it.
      This is the fix:
      *"When the ColorRect is added to the Background (around **4:50**), ColorRect/Control/Mouse/Filter should be set to "Ignore"."*

  • @igbowgames
    @igbowgames 5 років тому +1

    thank you so much !!!

  • @kenbeck4904
    @kenbeck4904 4 роки тому

    I successfully exported APK, but when I run it on my Android phone (Samsung Galaxy S series), the screen is all green. The first Godot logo is OK though.
    I googled it and one solution is to set the Project Setting -> Window -> Strecth/Aspect to "Ignore". It fixed the issue. It was "Keep".
    Is it the only way to make APK work on Android device? What if I want to keep the width but the height responsice for multiple screen ratios? Any help will be greatly appreciated.

  • @andersmopley3906
    @andersmopley3906 5 років тому

    Unfortunately, there seems to be no option for glow for those who had to switch to GLES2 in an earlier part of the series. The question becomes whether it's better to remove the draw functions and switch back to GLES3, or do without the glow effects. It seems wrong that this kind of decision must be made. Any solutions here?

    • @Kidscancode
      @Kidscancode  5 років тому +1

      Watch the next video ;)

    • @andersmopley3906
      @andersmopley3906 5 років тому

      @@Kidscancode I just finished it and all caught up ( and in working order). There were some troubles along the way of the series, but I've improved because of them. So I look forward to seeing a continuation of this series and the start of others. Thank you.

  •  4 роки тому

    I exported the .apk and installed it on my Samsung Note 10 but the game continuously flashes the godot splash screen and I have to force-close it. I searched for some solutions online but none of the ones I found have worked. I then proceeded to create an "empty project" and export the .apk and it worked fine. So I'm now unsure if I should just try to re-do the whole project exporting it to android from the start to see if I can find what broke the current version. Have you had a similar issue or do you know if there's some setting that should be modified to get this to work? (For the time being, I'm going to continue trying to debug it, and will update if I find the issue). PS: I also noticed when exporting the "empty project" apk that there are 2 places where you set the "landscape mode": in Display >> Window and also in the Android Export page (these were contradicting themselves with the empty project, but then started working correctly when I set them up to be the same, however this did not fix the Circle Jump apk)

  • @Red_Eagle
    @Red_Eagle 3 роки тому +1

    Ios bro??

  • @malfazri1606
    @malfazri1606 5 років тому

    Thanks A lot :)
    and yes i have a question,
    Is there any differences between exporting android game from linux?
    like finding the Jre or something that needed to export android from linux.
    thanks

    • @Kidscancode
      @Kidscancode  5 років тому

      Nope, the requirements are the same. You can probably install from your system package manager.

    • @malfazri1606
      @malfazri1606 5 років тому

      @@Kidscancode thanks!

    • @Red_Eagle
      @Red_Eagle 3 роки тому

      @@Kidscancode and ios?

  • @syedrizvi6408
    @syedrizvi6408 4 роки тому

    With Godot 3.2, android export is builtin.
    How can we export to android in Godot 3.2?

    • @AllAboutGameDev
      @AllAboutGameDev 4 роки тому

      As shown in the video, all is explained in the Godot doc. I don't think there is something specific for Godot 3.2 for this particular project

  • @alppoke1764
    @alppoke1764 4 роки тому

    Anyone Have the issue when you make simple 2d games that some sprites frequently jump like 1 or 2 pixels like stuttering? Its really annoying thing in godot and I dont think there is a solution because i tried everything. And a lot of People suffers because of the same problem.

    • @kpackama8985
      @kpackama8985 4 роки тому

      Wow, a bad place to ask this! :D Under a video not related to display issues in Godot... Anyway.
      Yes, I have the same problem with a pixel-style game I am working on - whenever I move my character, *some* of the tiles from my tilemap jump. However, I have downloaded the demo for a 2D platformer (you can find and download it through Godot's project manager) or here: godotengine.org/asset-library/asset/120
      Aaand I see no such problem there. Perhaps it is connected to autotiles? Because they don't use autotiles in this demo. This is just a wild guess, I haven't had the time to look into this - but maybe you can do it. Just compare the demo and your project and try figuring out where this bug comes from.

  • @juniorgamerguy6074
    @juniorgamerguy6074 4 роки тому

    Hello Again,
    I tried exporting the game to android(to .apk file), and after i clicked export is says "Could not find keystore, unable to export" and after i close that is says "Failed to export to platform "Android". This might be due to the configuration issue in the export preset or your export settings."
    This is the Output in the console: editor/project_export.cpp:977 - Failed to export the project for platform 'Android'.
    Please Help I've been on this problem for 7 hours today and its driving me crazy!!!
    Thanks in advance.

    • @Kidscancode
      @Kidscancode  4 роки тому +1

      "Could not find keystore". Did you create the keystore and enter the path to it in the editor settings?

    • @juniorgamerguy6074
      @juniorgamerguy6074 4 роки тому

      ​@@Kidscancode Hello, I figured out how to fix that problem and now i have a new one, can you help me with it? After i export the APK to a file path, and then transfer it to my phone via USB cable, I install it and when i open the app it
      immediately crashes, and does the same using One Click Deploy (after install it load up and crashes). Can you PLEASE help!!!

  • @emaleth6518
    @emaleth6518 5 років тому

    Lmao, it's harder than it looks. Works well on my old cheap phone. Add quit button to the menu. Also the background circles are nice but i feel like they should scroll same way the normal layer with the "real" circles does when you jump.

    • @emaleth6518
      @emaleth6518 5 років тому

      Also for the themes, hope to see solarised~ and solarised-dark~ :)

    • @Kidscancode
      @Kidscancode  5 років тому +1

      Thanks for the feedback - feel free to contribute the color schemes!

    • @emaleth6518
      @emaleth6518 5 років тому

      @@Kidscancode btw. You could add option to choose difficulty (speed you move around the circle). Or maybe I'm asking because i haven't gotten past lvl 3 :)